Also I finally finished decoding all the 7157 speech-files. Too bad they don't have proper names

If we could decrypt speech.info, I'm sure we could find which lines are which by matching the lines. That's how classic SCUMM worked anyway, you could attach a reference to a speech file in MONSTER.SOU to a line and easily translate that reference.

If we could decrypt speech.info, I'm sure we could find which lines are which by matching the lines. That's how classic SCUMM worked anyway, you could attach a reference to a speech file in MONSTER.SOU to a line and easily translate that reference.

Some parts of it is readable, but I don't really know what to look for.

I can't get MT-32 tracks, but I can record the music with Shan's soundfont which is very close to it. I would need a lot of time though since I only know how to do it in Linux which I don't have installed right now.

No. No emulators. No soundfonts. A real MT-32 or nothing at all. There really is nothing like it. I have an MT-32. I might be persuaded to take on the task. Can't you extract all the MIDI files from a Scumm game with Scumm Revisited or something? That would make things easier. Then you could compare them with the SE classic soundtrack to get what you need.

I'm still really bummed that the music in the Dinky Island jungle was plain scrapped.

Some parts of it is readable, but I don't really know what to look for.

And where do I find the MONSTER.SOU?

MONSTER.SOU isn't used in the SE, it's the file for speech in SCUMM v5. I was just comparing speech.info and how SCUMM used to reference speech.

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Can't you extract all the MIDI files from a Scumm game with Scumm Revisited or something? That would make things easier. Then you could compare them with the SE classic soundtrack to get what you need.

Yes. Although General MIDI tracks don't exist in the original MI2, there's only Adlib, PC Speaker and Roland. ScummVM converts them to GM on the fly. I personally don't think the originals sound too good.

Hey, thanks for the tool, Benny! I've used it to extract the concept art at full size, without those annoying button overlays you see in-game. It's quite nice (and it's how I noticed the early "Crooked Island" name for Booty, which is hidden away written in the corner on one drawing, beneath the giant Back button the SE art gallery superimposes).

Last finished game: The DIG
Currently playing: The Secret of Monkey Island
To play list: LOOM

Hey, thanks for the tool, Benny! I've used it to extract the concept art at full size, without those annoying button overlays you see in-game. It's quite nice (and it's how I noticed the early "Crooked Island" name for Booty, which is hidden away written in the corner on one drawing, beneath the giant Back button the SE art gallery superimposes).

Ta, I've avoided looking too much at the files as I've not completed the game myself yet

Thanks SOOOO much for this. I feel like I'm 12 years old again when listening to all the tunes

One short hint: The conversion takes so long because of all those verbose message lines. So if you want to save many hours, you can just disable them by adding a "-v 0" to the command in the batch file so that it looks like this:

Largo's easy mode cloth is in his room and the inventory icon is there. I wonder if they actually intended to have easy mode available at one point.
On the other hand, there are highres versions of all the unused inventory icons, which is pretty useless.
The opening sequence backgrounds are there, but merely scaled up. No highres art there.

I wonder, if there are unused voice acting again. Maybe even easy mode texts. I wish, we could extract the voice acting with proper names.

When extracting the commentary file, the extractor asks me to overwrite every single file. It doesn't seem to make any difference if I answer yes or no. Can this be fixed? I don't want to hammer my keyboard for every single who knows how many files.

When extracting the commentary file, the extractor asks me to overwrite every single file. It doesn't seem to make any difference if I answer yes or no. Can this be fixed? I don't want to hammer my keyboard for every single who knows how many files.

Works fine for me, it'll only be asking you that if the files exist and seeing as commentary has names like 0000000c.wav - you've probably extracted files from another soundbank that have the same name.

I just played easy mode. The only thing which isn't right there is the hint system, but if someone uses it, he doesn't need easy mode to begin with.
All easy exclusive stuff seems to work just fine. Well, maybe except when Wally's turning out the light, it is accompanied by a slurping sound. Not exactly what the dialogs suggest. It's probably in the scripts that way, since in Adlib, that sound could be anything.

If you want to try, I made a patch which forces the game to run always in easy mode: http://www.mediafire.com/?20wqej2wk2y
Put the patched monkey2.000 and monkey2.001 to classic\en\
To undo it, just removes the files from classic\en\

Thanks for the easy mode patch! I quickly breezed through it myself. I did notice a few other very minor bugs (had to doubleclick to exit from the woodshop, a few animation glitches in Stan's shop), but it worked just fine. I'm surprised all of the voice acting for easy mode is there. Maybe they removed it since they thought it wouldn't be necessary due to the hint system?

By the way, is it possible to repack the xwb files so you can replace the music in them? The project is probably too ambitious, but it would be nice to replace the classic mode music with MT-32 music.

Hey, if someone can edit this clip into the game somehow, but changing it so that the "you guys get out of here" line is "hey, stop that" from Escape from Monkey Island (Timmy and the bananas) that would be awesome.http://www.youtube.com/watch?v=-TnO_Os9pdQ

Hey, if someone can edit this clip into the game somehow, but changing it so that the "you guys get out of here" line is "hey, stop that" from Escape from Monkey Island (Timmy and the bananas) that would be awesome.http://www.youtube.com/watch?v=-TnO_Os9pdQ

I did notice a few other very minor bugs (had to doubleclick to exit from the woodshop, a few animation glitches in Stan's shop), but it worked just fine.

I don't think those are related to the patch. Is there even a difference at Stan's?
In the woodshop, were someone talking by any chance? I noticed, the engine waits for voice playback to be finished before loading the next room, which is generally a good idea, but can be irritating at times.

One particular animation glitch at Stan's is when Guybrush asks about the coffin and actually points in the other direction. That is no SE bug, though, as it was always there before.

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I'm surprised all of the voice acting for easy mode is there. Maybe they removed it since they thought it wouldn't be necessary due to the hint system?

I suspect, they just did it like they did in some previous releases too. The easy mode selection is in a room called "copycrap", which has a terrible messy scripting, probably in order to scare of crackers. They just skipped that room altogether, which is very easy to do. On the other hand, there is a boot parameter for easy mode, which they just could have used, but the SE team probably didn't notice that anyways.

I've talked with silverwolfpet at Telltale about an MT-32. Unfortunately, he doesn't have one. But he tells me he'll get in contact with someone who might do.

So now we just need to know how to repack and .xwb and we may have MT-32 music on the way.

There are two possible approaches to repacking:

1) Hack the original .xwb file - just changing the data and adjusting the block sizes.

2) Use the Microsoft's XACT tool (the tool that was originally used to build and compile the wavebanks) to make a new one. This might be a simpler approach. XACT comes with the free XNA Game Studio. Note that it only accepts wav/aif/aiff music/sounds so any re-recording shouldnt be encoded in a lossy format as you'd have to convert it back to wav again anyway.

1) Hack the original .xwb file - just changing the data and adjusting the block sizes.

2) Use the Microsoft's XACT tool (the tool that was originally used to build and compile the wavebanks) to make a new one. This might be a simpler approach. XACT comes with the free XNA Game Studio. Note that it only accepts wav/aif/aiff music/sounds so any re-recording shouldnt be encoded in a lossy format as you'd have to convert it back to wav again anyway.

Good stuff. Do you know of any way to get XACT on its own? Grabbing the entire studio would take a lot of time, I imagine.

2) Use the Microsoft's XACT tool (the tool that was originally used to build and compile the wavebanks) to make a new one. This might be a simpler approach. XACT comes with the free XNA Game Studio. Note that it only accepts wav/aif/aiff music/sounds so any re-recording shouldnt be encoded in a lossy format as you'd have to convert it back to wav again anyway.

Are you sure it doesn't accept compressed WAV files? I didn't try. How does the game use lossy codecs for most of the sounds then? It does use ADPCM for many samples, right?

And I wonder, what do they use Libogg, Libvorbis and Libjpeg for? Their licenses are included in the SE credits, so I assume they are compiled in for some reason.

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Originally Posted by bgbennyboy

I'm currently using it to try and rebuild a wavebank though, to see if I can get one that - while not identical - the game will accept.

The bone song sure is worth a try. Mixing the voice acting in, and silence the voice files. That should solve sync problems here for sure.
If you managed to get it working, a patch would be great.

I've potentially found a FLAC rip of MI2 MT-32 tracks. The catch is, it's a torrent.

Is it my remixed version by any chance?

Unfortunately, all available soundtracks are useless because of iMuse. If we want to replace the MT-32 tracks, we have to record the pieces of the original MIDIs separately, so the engine can mix it in real time. This is a big and important difference to the soundtracks meant for listening without the game.